/**
 * MarioEnemy_PiranhaPlantAI
 * @extends MarioAI
 * @version 2010.12.04
 */

class MarioEnemy_PiranhaPlantAI extends MarioAI;

state Patrolling
{
	/**
	 * SeePlayer
	 * @version 2010.12.04
	 */
	event SeePlayer(Pawn SeenPlayer)
	{
		if(playercontroller(SeenPlayer.controller) == None)
			return;

		thePlayer = SeenPlayer;
	}

	Begin:
	Pawn.MaxDesiredSpeed = 0.3f;
	Pawn.DoJump(FALSE);
  
	LatentWhatToDoNext();
}

